SWTOR Skills and Skill Tree Guide – Character Progression

Skill Trees in Star Wars The Old Republic dictate the character progression and allow the players to mold their character’s skills as per their play-style.

For each advance class in Star Wars: The Old Republic, there are three skill trees available. One being specific to all the member of the main class while two specializations are unique to each advanced class.

Following guide is about the skills of these advanced classes so that you know how to customize the trees best suited for your different characters.

When it comes to destroying your opponent and offensive gameplay, mercenaries are well suited for the job. They have the ability to wield double blasters at a time which makes the destruction tasks relatively easier for the user.

Proactive Medicine – The healing scan gets 50% chance to get a heal over time after every 3 seconds for the duration of 9 secs in total.

Reactive Armor – Proactive medicine will render you 10% extra armor.

Savvy – Damage and healing effects are increased by 2%.

Trained Field Medic – Your aim is improved by 3%.

Trauma Scans – The Critical chance of all scans is increased by 2%.

Warden Passive – Critical healing bonus on all the heals is increased by 5%.

Bounty Hunter – Powertech

Powertechs are protected by the heavy armor and have the ability to use flamethrowers. Having a strong defense, they can acquire the skills of a pyrotech. They have skills to draw enemy fire and resist any attack using the shields.

Force Push – Inflicts 231-273 damage and pushes the target back a lot. The target is also knocked down for 2 seconds.

Impale – The target is impaled for 418-457 weapon damage.

Improved Sundering Assault – The chance of Sundering assault to execute one extra sack of sunder armor is 50%.

Intercede – While getting near the friendly target, the damage inflicted the friendly is reduced by 20% for 6 seconds.

Intimidating Roar – Paralyzes all the nearby enemies for 6 seconds. Droids don’t have any effect.

Pommel Strike – The target gets a bash receiving 629-651 kinectic damage to normal targets while the strong targets receive 459-481 kinetic damage. You can use it only on incapacitated targets.

Pooled Hatred – You gain 5% bonus with your next melee ability (costs you rage) when your movement is impaired. This effect can stack up 5 times and lasts for 10 seconds.

Rampage – Impale and Shatter gets 10% chance to finish the cool down on Ravage. But the effect cannot take place more than once in every 15 secs.

Ruin – Smash won’t spend any rage.

Saber Ward – The melee and ranged defenses can be increased by 50% which also reduce the damage taken by the force and the tech attacks by 25%. The effect lasts for 12 seconds.

Savagery – There is a 50% or so chance that Impale and Shatter will increase crit chance of force scream and vicious throw by 60% for 9 seconds.

Shatter – The force flows through your light saber and you can crush the target under its weight with 2 internal damage. There is can be an additional 653 internal damage with target already under the effect of Sundering Assault.

Shien Form – All damage dealt is increased by 6%. All cost rage consuming attacks 1 rage. You will also get 1 rage when attacked.

Single Saber Mastery – The melee damage is increased by 2% while you are in Shien form and Shii- cho form.

Strangulate – The puchback due to channeling the force choke is reduced by 50%.

Unstopable – Force charge will reduce the damage taken by 20% and the nullified movement effect for four seconds.

Unyielding – You get 2 rage on being stunned, slept or knocked down.

Vengeance – The cool down of impale is reduced by 2 secs, Force Scream gets a 1 second cool down reduction.

Force Grip – The need of force choke to be channeled is not needed for over 3 seconds.

Guard Stance – While you are in Soresu form, the melee and ranged defense is increased by 2%.

Heavy Handed – The damage dealt by backhand,smash and sweeping is reduced by 5%.

Intimidation – The cost of chilling scream and backhand is reduced by 1.

Invincible – The damage is reduced by 60% for 9 seconds.

Lash Out – While the Soresu form is active, the rage cost of Retaliation is decreased by 1.

Quake – Smash has 50% chance to lower the accuracy of the suffering targets by 5% for the duration of 18 seconds.

Retaliation – retaliate against the target for 123 – 143 weapon damage. You can use it only after a successful melee or ranged defense.

Revenge – By Parrying, deflecting or shielding or resisting an attack has an almost 25% chance to grant revenge, reducing the rage of the upcoming force scream or smash by 1. The effect lasts for 10 seconds.

Operatives are more or less all round type specialization. They can fight well and can be good healers however. They can adapt themselves in any environment. A descent class for the beginners to go with.

Advanced Recon – The cool down of adrenaline is completely immediately. 2% of the maximum health is restored for 3 seconds.

Armor Proficiency – You will be able to equip medium weight armor.

Carbine Burst – You can fire a short burst that hits up to 5 targets in 10 meter range inflicting 104-120 damage each. It needs tactical advantage to work.

Coordination – The friendly target critical hit chance is increased by 5%. Other party members will also be affected with the effect.

Crounch Instant – You will either crouch or if you are behind some object, you will take cover.

Explosive Probe – Places and explosive on a target that will explode when the target is hit inflicting 143-153 damage. Weak targets receive additional 20 elemental damage for 3 seconds. You can use this skill only when your are in cover.

Headshot – The incapacitated targets get a well placed shot inflicting damage ranging from 340-498.

Tactical Advantage – When you defeat an opponent or activate shiv or may be hidden strike, you get tactical advantage which increases all the damage by 2% and the executions are available for 10 seconds.

Weapon Proficiency – You will be able to equip weapons like blaster rifles, carbines and repeaters or specialized knives.

Shield Probe – The probe can absorb medium amount of damage on circling the agent for 15 seconds.

Sleep Dart – The target goes to sleep for 60 seconds. You can use it on targets only from stealth and on those which are not fighting. You can target only one enemy at a time and it won’t effect the droids.

Slice – The Sever tendon roots target for 2 seconds.

Surgical Strikes – The damage dealt by Shiv, Overload shot and Backstab is increased by 2%.

Survival Training – All healing done is increased by 1% and the received healing is increased by 3%.

Tactical Opportunity – The collateral strike gets a 50% chance to give back the tactical advantage upon hitting the poisoned target.

Celerity – The cooldown of mind snap is lowered by 1 seconds nad that of force of will by 15 seconds.

Circling shadows – The critical damage inflicted by critical strike is increased by 15%. There is also a 5% chance that the cost of your next project will be decreased by 25%. It can stack up to two times.

Clairvoyant Strike – Cause 230 weapon damage for each hit (hits twice). The damage dealt by the next project is increased by 15%.

Deep Impact – The critical damage inflicted by force breach effects and that of project is increased by 10%.

Exit Strategy – When the shadow technique causes some damage, you have 6% chance that the damage dealt by you next shadow technique’s force breach is increased by 6%.

Fade – The cool down of blackout and is reduced by 8 seconds and cloak gets a cool down reduction of 30 seconds.

Infiltration Tactics – Direct damage gets 30% chance to grant find weakness, which results in your next Shadow strike to ignore almost half of the armor and usage of half of the force.

Bombardment – The damage and threat dealt by project is increased by 15%.

Double-bladed Saber – On shielding, parrying or deflecting an attack, you get to recover 1% of your total force. The effect cannot last more than 1 second. Your melee and ranged defenses are also increased by 2%.

Elusiveness – The cool down of the force speed is reduced by 5 seconds and the resilience is reduced by 8 seconds.

Expertise – The damage dealt by techniques is increased by 3%.

Force Break – The damage dealt by combat technique’s force breach is increased by 5% and the slow time is increased by 10%.

Force Pull – You can draw targets towards yourself using the force.

Harnessed Shadows – Using the harnessed shadows, your next telekinetic throw goes uninterrupted and lacks the pushback. With each stack (up to 3), the damage due to your telekinetic throw by 25%.

Impact Control – The shield absorption is increased by 2% and with battle readiness and combat technique, you can instantaneously heal 3% of your maximum health.

Kinetic Ward – Your shield chance is increased by 15% for 6 seconds. With each shield, you loose 1 charge.

Mental Fortitude – The total endurance is increased by 1%.

Mind Over Matter – The force speed nullifies all movement hindering effects and you get 2 seconds increment in resilience.

Nerve Wracking – Targets under the effect of your spinning kick or force stun take 3% more damage.

One With the Force – Your force regenerate rate is increased by 10%.

Particle Acceleration – Double strike and whirling blow gets a 50% chance to make the next project a critical hit. The reset time for project will be removed if the critical hit executes.

Burnout – Tech critical chance is increased by 1% and the damage done by periodic elemental effects is also increased by 10% on the target having health below 30%.

Chain Reaction – Will recharge your energy cell when you use a critical hit with tech attack.

Degauss – Reactive shield with a probability of 50% can reduce all the movement hindering effects on activation.

High Friction Bolts – High impact bolts can ignore 15% of the target’s armor. And if hits a burning target then there is a 10% chance that you will generate 1 energy cell and renew the duration of your plasma cell’s burn effect.

Burnout – Tech critical chance is increased by 1% and the damage done by periodic elemental effects is also increased by 10% on the target having health below 30%.

Chain Reaction – Will recharge your energy cell when you use a critical hit with tech attack.

Degauss – Reactive shield with a probability of 50% can reduce all the movement hindering effects on activation.

High Friction Bolts – High impact bolts can ignore 15% of the target’s armor. And if hits a burning target then there is a 10% chance that you will generate 1 energy cell and renew the duration of your plasma cell’s burn effect.

Electric Induction – Cost of force attacks is reduced by 3% along with healing.

Ethereality – There is a 50% chance that all the movement hindering effects are reduced and immunity is provided against these effects after certain period.

Exsanguinate – Duration of affliction is increased by 3 seconds.

Forked Lightening – On casting lightning strike or chain lightning, there is a chance that the seconds arc of lightning arc which will cause some additional damage and there won’t be any threat associated with the force.

Lightening effusion – Force cost of your next next 2 force abilities is reduced by 50%.

Lightening Spire – The maximum range of lightning strike, thundering blast and and chain lightening is increased by 10 seconds.

Lightening Storm – Lightening strike and force storm has 10% and 35% chance respectively to cause the lightening storm while you are receiving damage. It eliminates the cool down of chain lightening and reduces the cast time by 100%.

Polarity Shift – The speed of your damaging force attacks is increased by 20% for 5 second duration.